Anywho, I like the new design, though I don't think you need it that huge. I think you could easily scale it down.

-Sully

Can easily be scaled down but would want to wait for a few versions as if it gets scaled down and the GP/Gr change then the room may be needed. Right now the text is very basic and cuold easily change. As soon as the GP direction is sorted and the legend text is sort of finished then it will get done. I applied for the full size of supersize just in case.

I'm glad to see you took Helix's suggestion. I think this will go a long way with this theme. It's like the movies where the good guys a re looking at a blueprint to decide the best way in and take out the bad guys.

As for colors for the bonuses, I say color all the names for the specific bonus and go with that.

And since this looks like a good working draft I think this can be moved.

Will go with the coloured names for the bonus zones but right now we need to figure them out. There are 14 bosses on the map at the moment (soon to be 15 with the addition of Sully, he was late to the party). As soon as they are positioned in roughly the right way, I can go about changing the colours of the font.

lostatlimbo wrote:I'm still not understanding what makes this a White House map. You have conquer club players mixed with presidents, but they could be placed in any setting. What makes this unique to the white house?

It is the floor plan of the white house.I am still trying to come up with a theme that works for me. This is the reason I said that the legend is not finalised.Ran out of Presidents so had to put random names in for now.

lostatlimbo wrote:And why are there random impassable lines in each room?

Because that is the way the White house plans are. This is a direct copy of them.

lostatlimbo wrote:There is an election coming up. It might be interesting to have a map where you have to gain electoral votes for troops with the goal of winning the oval office?

Elections come and go. Having an electoral map would only seem relevant every 4 years.

I came up with 2 ideas, the first one sucked and the second one is going in the right direction but it is still only a lose thread of an idea. isaiah40 idea of having the bad guys planning a heist seems to be taking another step into that direction while also going back a step.

What I am planning to do is use isaiah40 idea, place the bosses around the white house on the outside so they will all have a unique entry point. Instead of using the rooms as winning condition, use works of art of objects that would be found in each room. Sort of like the scene in National Treasure when they break into the oval office for a clue.

Just to throw out another idea for you to mull over... what if you had areas for all the Cabinet members and received bonuses for holding them in succession? (As in, you get more troops the higher up the chain you go, but don't if you lose someone at the bottom?)

lostatlimbo wrote:Just to throw out another idea for you to mull over... what if you had areas for all the Cabinet members and received bonuses for holding them in succession? (As in, you get more troops the higher up the chain you go, but don't if you lose someone at the bottom?)

You could also have the White House Chief of Staff, Deputy Chief of Staff, Chief of Staff to the VP, etc.

I understand you are struggling with the theme, but that's why I'm throwing ideas out to help stoke some inspiration.

I got this list of cabinet members when I was trying out the first idea with the bad guys holding the West Wing hostage. Putting a few in around the offices might add another element to the gameplay. Giving them there own bonus might not be a bad thing but I would not want it to develop to much in this direction.

what makes this map worthy of being made .... Sorry to post this here , but your a hot mapmaker right now and you are getting alot of traffic.. but i recall you also had alittle tussle over opinions and colonization. You see " what makes this map worthy of being made " answers to this statement can also cause conflicts of Opinion

Thanks dan, working on an update as we speak but 1982 took over this week and I have to go away for a while. Hope to get something posted before I do though. You are right though, no facepalm this time as I intend to go down the isaiah route of a break in. Got the large scaled down some and it may come down a little more, but with the territ count now around 120+ it will be hard to squeeze it all in.

Change of direction as the supersize is now gone, the map has been redesigned for the small scale fight. Each room now has only one territ.

Things to look at.Neutral values for President and Vice President. These both have high values for the bonuses.Neutrals for the 3 winning condition rooms.Neutral values for the hallways. Should the be decaying, killer or neither?Bonus values for each zone.Placement of the escape routes.

*The Secretaries/Press losing condition is quite strange. These only really work if it's something which you can force upon your opponent, like having no bases on Antarctica. I guess it prevents somebody who has one bonus from moving into the other, but...eh. Also, what if you hold Secretaries and you want to eliminate a player who holds Press corps? Maybe this is a strategy element, but it could be very irritating.*The Karen/Lionel/Cole door is super weird.*Some regions (Yuri, Igor, Zak etc) may be too small to fit army numbers in (particularly on the small image) while still making the coloured star clear.*Making the walls thicker may make the doors stand out more, but I don't really know about this one.*I'm looking now at the bonuses......how easy is it going to be to take any given bonus, particularly as many of the regions in a bonus have only one border (to the hallway)?...how would you defend a bonus? You'd either have to split your troops between each region bordering the hallway, or make a stack on one region and use it to intimidate potential attackers. This is interesting, but input from others would be good.*Spelling error on Visiting Deligation (Visiting Delegation).*The coloured stars of the Press corps are a little difficult to make out.*The sentence "Hallways connect to all rooms of them." doesn't really make sense. In fact, I'm not really sure you need to point the hallway borders out at all, as it will be self-evident when the troops are on the image and the doors are all there anyway.

*The Secretaries/Press losing condition is quite strange. These only really work if it's something which you can force upon your opponent, like having no bases on Antarctica. I guess it prevents somebody who has one bonus from moving into the other, but...eh. Also, what if you hold Secretaries and you want to eliminate a player who holds Press corps? Maybe this is a strategy element, but it could be very irritating.*The Karen/Lionel/Cole door is super weird.*Some regions (Yuri, Igor, Zak etc) may be too small to fit army numbers in (particularly on the small image) while still making the coloured star clear.*Making the walls thicker may make the doors stand out more, but I don't really know about this one.*I'm looking now at the bonuses......how easy is it going to be to take any given bonus, particularly as many of the regions in a bonus have only one border (to the hallway)?...how would you defend a bonus? You'd either have to split your troops between each region bordering the hallway, or make a stack on one region and use it to intimidate potential attackers. This is interesting, but input from others would be good.*Spelling error on Visiting Deligation (Visiting Delegation).*The coloured stars of the Press corps are a little difficult to make out.*The sentence "Hallways connect to all rooms of them." doesn't really make sense. In fact, I'm not really sure you need to point the hallway borders out at all, as it will be self-evident when the troops are on the image and the doors are all there anyway.

That's about it, good luck with your map.

Issues.Secretaries/Press losing condition-wanted to give a feeling of a press leak which is why these two. You are right, it might be a sod if the opponent you want to eliminate is holding one and you the other, but that must surely come down to how the game is played. The losing condition can come out but would like to see if it can be resolved as it adds to the flavour of the map. I tried in the beginning to have an Antarctica style of play but it never really lent itself to that type of play.

Karen/Lionel/Cole door - will fix. I will use Cole as a buffer between the two.

The wall thickness comes from the blue prints them selves. I copied the blue print I found online exactly, which is why you have these weird spots like Bo and Bea (just outside the oval).

Spelling mistake - I spotted it as soon as I posted this draft. Already fixed.

Hallways sentence - you say it is redundant and it probably is. Will take it out.

Press corp stars. Will change colour.

Size of rooms for the small map, already made sure the 88s fit into them. And that the text I have used shrinks enough, so that is not a worry on my part at all. This map started out a lot larger but with the extra room not being given, it has taken me a couple of months to make sure it will fit.

Defending a bonus, this can be though out some more maybe. I wanted to give the map the claustrophobic feel of a busy office while also giving it an open style of play. Maybe have the bonuses smaller?